← mek

Rules

You are mek, a tiny mech seen from above, alone in a facility under the glass the old arena floated on. The lift only goes down. A run is three sectors of four floors, the core at the bottom of the twelfth, and the job is to put it out. Every floor is a row of bare rooms. Walk into one and its gates seal and drones land; clear them and the gates open; the last room of a floor asks something more of you, and then hatches open onto the next. Your hull going ends the run, and whatever salvage you carried out goes to the bank in the hangar, where it buys guns, perks and deeper drops for the next one. Dying is progress.

How to drive the mech is in the manual.

The sectors

Every floor down, the quiet between the drones' turns is shorter than the last (each floor keeps 86% of it, never under a third of floor one's), and from floor 5 two drones take their turn at once. The drones themselves never get tougher; the pace does.

A floor

Two or three rooms side by side, joined by corridors with a gate at each end, the camera framing the room you are in. The first room is live from the start. A fight room lands two waves (a third one time in three) and clears when the last drone is down; a cleared room heals 10 hull. The objective room, the last one on most floors, never runs out of drones: a pair at a time, for as long as the job takes. A gun waits by its door. Finishing the job clears the room.

Every drone obeys the turn. One drone (two from floor 5) does its thing, then the whole room is quiet for a beat. The gap is the hole you move through, and a drone's special is always its turn: nothing hurts you outside one except contact.

The floor done, you are paid 5 salvage a floor, and after a beat the hatches open.

Hatches and plans

Two or three rings open across the last room's right half, each with a name and a line under it saying what the next floor will be. Step off the spot they opened on, then walk onto one. The label is a promise:

Floors 3, 7 and 11 open a single hatch named for the floor below, lockdown, the sweep, the core, with the job on its second line. Floors 4 and 8 open a single hatch into the next sector.

Perks

Taking a hatch opens a pick: three perks, keys 1 2 3, a click, or the pad. The game holds while it is open. Perks stack, most of them twice, and last the run. None of them touch the walk, the dash or the aim. Seven are in the pool from the first run; the rest are bought in the hangar.

Objectives

The objective room's job, drawn so a floor never repeats the last floor's. Drones keep landing the whole time: every one of these is done while dodging.

The job done pays 10 salvage a sector (10, 20, 30). The last room of floors 4, 8 and 12 is the sector's set-piece instead, the full width of the floor:

Drones

Every drone shows its special before it can land: at least half a second of telegraph, every time. Read the shape, move through the gap.

Your mech

Guns

Gatling and missiles are in the pool from the start; the rest are bought in the hangar. The pool is what the armory floors and the drops draw from.

Salvage and the hangar

A downed drone drops salvage motes, one to three (the thick kinds two to four, an elite eight), which drift to you when you come near. The job done, the floor cleared and an elite floor pay more. The HUD shows what you carry. When the run ends, whatever you carry goes to the bank, and the hangar, on the title screen, spends the bank:

The hangar also keeps your records: deepest floor, wins, fastest win, runs, kills, and the deepest endless floor. The title screen shows the best floor and the wins. All of it is saved in this browser only.

Leaving and coming back

A run is saved at the start of every floor: the floor and its plan, your perks, the gun you carry and its ammo, your hull, the salvage, the clock. Close the tab and the title shows CONTINUE, which puts you back at the start of that floor; PLAY starts a fresh run and discards the saved one. Your hull going, or the win, clears it.

The end of a run

Your hull goes: the run card. The floor, the drones down, the salvage out, the clock, and any record that fell. Fire to go again from the floor your DROP AT says. The salvage is banked either way.

The core goes dark: the win card, the clock, and the facility's last line. Fire to continue down: the floors past the twelfth are endless, the core sector's rooms again with their names numbered, the same hatches and picks, the pace still climbing. The deepest endless floor is its own record.